Deck Information

Card Roles

Fire Spirits: AoE damage if other cards are not available. Fire Spirits are easy to get, cheap to play, and do their jobs. They will stay in your deck for a long time.

Skeleton Army: Kill all the damage per second troops, also useful for Crown Tower damage if the opponent leaves.

Prince: Similarly to the original Knight, this Prince also attacks a single target. The difference is that the Prince has a lower hit speed, but much higher damage. His charge ability can also push slower units, like the Giant Skeleton, towards the tower faster.

Goblin Barrel: Goblin Barrel is useful if a Giant Skeleton, Baby Dragon, or Prince can distract. If left alone, they can annihilate a Tower in seconds.

Baby Dragon: The Prince serves as an OK DPS troop, so I removed the Mini P.E.K.K.A. and put another AoE troop - the Baby Dragon. Decent hitpoints, can kill Balloons, distracts Towers, and catches attention. Nice.

Poison: Similar to Arrows. Helps injure pushes too.

Witch: AoE again. Good against DPS (Skeletons) and can do huge damage to towers (Skeletons)!

Giant Skeleton: Tank while doing Crown Tower damage.

Strategy

Start with Prince and then use Goblin Barrel. Opponent may or may not respond with Skeleton Army, so respond with a predictive poison in front of their arena tower. This will usually take a tower in lower arenas

Use Fire Spirits to kill Minion Horde and Skeleton Army

Your ultimate push will be a Giant Skeleton in front, with a Witch behind, with a Prince all the way at the back to boost everyone forward and protect against valkyries. After this, you can use a Goblin Barrel to deal extra damage and poison to help out with wizards and swarms

Skeleton Army to kill Princes, P.E.K.K.A.s, Mini P.E.K.K.A.s, etc. Then use witch if they zap it

By the way, this deck is almost the same as The Ultimate Push, also by me. The difference is the Poison which results in different gameplay.